Guide to Robotics: Difference between revisions

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PR #20133 floor buffer module
m Upgrade Modules: PR #14341 added abductor modules??? GUH?!? but uh yeah I JUST found out they existed heheh.
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* '''VTEC Module''': Increases the speed of a borg, rather useful. It can also be applied to vehicles such as the [[paramedic|Paramedics Ambulance]].
* '''VTEC Module''': Increases the speed of a borg, rather useful. It can also be applied to vehicles such as the [[paramedic|Paramedics Ambulance]].
* '''Ion Thrusters''': A jetpack for cyborgs. Allows a cyborg to move in zero-g, allowing space travel.
* '''Ion Thrusters''': A jetpack for cyborgs. Allows a cyborg to move in zero-g, allowing space travel.
* '''Diamond Mining Drill''': Upgrades the built-in mining drill, letting it drill faster. Only works on mining cyborgs.
* '''Mining Satchel of Holding''': Upgrades the cyborg's mining storage, allowing it to hold more minerals. Only works on mining cyborgs.
* '''Safety Override Module''': Unlocks a cyborg's illegal and more dangerous equipment, the same equipment that's unlocked by [[Cryptographic_Sequencer#Silicons|emagging]].
* '''Safety Override Module''': Unlocks a cyborg's illegal and more dangerous equipment, the same equipment that's unlocked by [[Cryptographic_Sequencer#Silicons|emagging]].
* '''Self Repair Module''': Allows a cyborg to slowly repair damage to itself.
* '''Self Repair Module''': Allows a cyborg to slowly repair damage to itself.
Module Specific Upgrades:
* '''Diamond Mining Drill''': An upgrade for mining cyborgs that upgrades the built-in mining drill, letting it drill faster.
* '''Mining Satchel of Holding''': An upgrade for mining cyborgs that upgrades the cyborg's mining storage, allowing it to hold more minerals.
* '''Floor Buffer Module''': An upgrade for janitor cyborgs that lets them clean floors by simply moving over the offending stain. Movement speed is decreased while active.
* '''Floor Buffer Module''': An upgrade for janitor cyborgs that lets them clean floors by simply moving over the offending stain. Movement speed is decreased while active.
* '''Engineering Cyborg Abductor Upgrade''': An experimental upgrade that replaces an engineering cyborgs tools with the abductor version.
* '''Medical Cyborg Abductor Upgrade''': An experimental upgrade that replaces a medical cyborgs tools with the abductor version.


To apply any of these modules:
To apply any of these modules:

Revision as of 04:02, 17 February 2023

Science Department


Robotics and the Mech Bay

For the aspiring Roboticist, this guide will explain the creation and maintenance of Bots, Cyborgs, Exosuits and IPCs.

Robotics Machines

Exosuit Fabricator

The Exosuit Fabricator is your main construction machine, you feed materials into it, and it builds all the things you could need. It can make prosthetic limbs, cyborg parts and internal components, exosuit parts, exosuit equipment modules, and a variety of useful miscellaneous items like power cells. It has a vast variety of blueprints available to start, but certain advanced things must be unlocked by raising your research levels. These will be explained later.

It can be upgraded with stock parts.

  • Upgrading the Laser will increase material efficiency, reducing the number of materials you require to build things.
  • Upgrading the Manipulators will increase speed efficiency, reducing the time required to build various parts.
  • Upgrading the Matter Bins will allow it to store more materials.

Circuit Imprinter

The Circuit Imprinter is where you print all the circuits you need for exosuits or Robotics related machinery, you feed sulphuric acid into it, along with glass. It cannot create upgrade boards for cyborgs, it can create all legal boards related to the AI though. Like the Exosuit Fabricator, many of these advanced borgs must first be unlocked.

It can be upgraded with stock parts.

  • Upgrading the Matter Bins will allow it to store more materials.
  • Upgrading the Manipulators will increase material efficiency, reducing the number of materials you require to build things.

Autolathe

You don't start with one of those, but they are very useful both for you and for the scientists in RnD next door. It can make the various parts you need for bots, tools in case you need spares and much more. You have access to tech storage, so it's usually a good idea to go there, get the circuit board and set one up in an area both you and the scientists can reach. To get the stock parts, just deconstruct one of your exosuit fabbers, then use the Autolathe to print more stock parts and rebuild the fabber.

Protolathe

Another very handy machine you don't start with. Once you have an Autolathe, simply print a Protolathe circuit board on the Circuit Imprinter, add stock parts from the Autolathe and you're done. Place it close to your R&D Console, then simply link the devices in the R&D Console's device linkage menu.

You and your Tools

As a roboticist, you start off the shift with a belt of tools essential to do your job. The tools can range in usefulness but useful nevertheless.

Item Description
Tool Belt
Contains 7 slots and holds all standard tools you will need to assemble, fix, and deconstruct machines.
Cable Coil
Used in construction of Exosuits and Cyborgs, also used to heal burns inflicted on Cyborgs and IPCs.
Welding Tool
A handy tool used for repairs and deconstruction, make sure it's fueled and lit before use. Commonly used to repair damages on Bots, Cyborgs, Exosuits, and IPCs. Contains 20 Fuel and can be refilled at a welding tank.
Wirecutters
Used for hacking, removing cables, and cutting grilles. Wirecutters are used to trim wires in exosuits and hacking Cyborgs.
Wrench
Wrenches are usually used to take things apart, like wall-girders or tables. Wrenches are barely used in the average shift as a roboticist, only being used in the construction of exosuits.
Screwdriver
Screwdrivers are used to unscrew panels on IPCs and Cyborgs. They can also be used in construction of Exosuits.
Crowbar
The crowbar can pry open things and is used in de-constructing objects like computers and airlocks. Crowbars can be used in opening up cyborgs and surgery on IPCs.
Multitool
The multitool is for hacking. You pulse wires in cyborgs to test their useage. It's also used in IPC surgery.
Cyborg Analyzer
The cyborg analyzer can be quite useful in repairing Cyborgs and IPCs allowing easy diagnosing of damages. It does not however fit within Toolbelts.

Cyborgs

See also Cyborgification Contracts. These contracts are important - without a signed contract making a man into a machine is technically murder - no matter how much they want it!

The Cyborg is the Roboticist's primary creation and upkeep. They are tasked with helping the station's inhabitants in their daily life and trying to kill everyone when the AI is insane. Each cyborg is required to follow the AI's laws and may choose one of the AIs if more than one exists.

It is generally a good idea to have one or two empty cyborg bodies built and ready for people that want to become cyborgs and to let dead players rejoin the round as borgs. Make sure you have a positronic or robotic brain lying around (robotic brains can be made in the medical section of the exosuit fabricator with sufficient research levels) and keep activating it from time to time. If a player's positronic or robotic brain is "dead" (completely inactive), use it in hand to reboot it.

Making a Cyborg

Extracting a Brain

Note: Remember to label body bags as being cyborgified, it will clear up bookkeeping problems regarding the addition of a new cadaver in the morgue.

Spiderbot

Spiderbots are temporary bodies for brains.

Mechanical Maintenance

You'll often have Cyborgs run up to you with any number of problems. Here's how to deal with them most of the time.

Repair

When Cyborgs get dented, they'll come to you for repairs. Luckily, most repairs are simple

Cyborg Component Repair

Sometimes robots will have damaged components that need to be removed and replaced. Removing them is pretty straightforward. To find which component is the damaged one, you can use a handy tool called the Cyborg Analyzer. The most common part to be replaced will be the armour, as this is the first part that takes damage before the other, more important parts, start taking damage.

Human Prosthetic Repair

You may be asked to repair damage to the artificial limbs of your fellow crew members.

Upgrading the Power Cell

Cyborgs that start when the game starts will likely come straight to you for an upgrade in the first few minutes of the game.

Upgrade Modules

Not only can you build and repair Cyborgs, but they also come to you to get upgrades installed once RnD has them researched. These have their category in the exosuit fabricator.

Modifications and Deconstruction

Cyborgs that have had their programming tampered with can be repaired by resetting their AI connection and LawSync status, by manually pulsing the wiring.

Bots

As a Roboticist, you serve another important purpose, making NPC Bots. Bots can benefit the station in many ways and are easy to create. There are two ways to craft these bots. The first being through using the crafting menu, which requires you to have all of the materials present near you or in your possession. Using this will completely build the bot, but will always create a default version of that bot. The other method is manual assembly, the process to do so is listed below. This method allows you to name the bot with a pen during the assembly process and lets you create bots of different colour depending on the colour of the toolbox/health kit used. The current list of bots, and how to make them, are as follows:

Medibot

These will only inject chemicals if the chemical helps with the target's damage by default.

Cleanbot

Cleanbots are great, as they serve the exact same purpose as the Janitor.

Floorbot

Floorbots are nice to have around when some asshole starts crowbarring up floor tiles, or some traitor has blown apart a section of the station.

I AM THE LAW Securitron

Basically, Officer Beepsky without the personality.

ED-209

Beepsky's bigger brother.

General Griefsky

A Securitron with 4 energy swords.

Honkbot

It's annoying and useless, but the clown might bug you to make one of this in the absence of a H.O.N.K. mech. God forbid if a traitor emags the thing.

pAI-Controlled Bots

The NPC bot not doing it enough for you, not enough personality? You can now place pAIs into bots, excluding the Security designs, to wander around and assist! Take your wanted bot and simply click on it with an active pAI, you now have a pAI Bot.

  • pAI Bots still spout automated messages if they weren't turned off.
  • Emagging a pAI Bot causes the pAI to be ejected out.

To Insert a PAI into a bot you must

  1. Unlock the Bot with an appropriate ID.
  2. Apply the PAI to the Bot.
  3. Lock the Bot with an appropriate ID.

Bot Repair

In the case your bot has some how been injured but not destroyed you can repair it in 5 easy steps.

  1. Unlock the Bot with an appropriate ID.
  2. Screw open the maintenance panel with a Screwdriver.
  3. Emag the bot with your Cryptographic Sequencer Weld the bot until it is fixed.
  4. Screw close the maintenance panel with a Screwdriver.
  5. Lock the Bot with an appropriate ID.
  • Roboticists can unlock the Non-Security Designs alone with their ID, but a Medical Doctor can unlock the medical bots and so on.

Machine People

IRCs

Robotics can make player-controlled assistants called Integrated Robotic Chassis or IRCs. IRCs are functionally the same as an IPC but with one key difference in that IRCs are bound to serve the one who imprinted onto their Robotic brain and is expected to follow whatever orders they are given. IRCs made with MMIs are not bound to their creator the same as robotic brains, as they have no master.

IRC Construction

  1. First make the "Integrated Robotic Chassis" on the "Misc" screen in the Exosuit Fabricator. It will then make the torso of the IRC. Drag the torso over to the surgery table and lay it down there.
  2. Build the IPC Head, Microbattery, Charger, Optical Sensor, and Microphone as well as a cyborg right arm, left arm, right leg, and left leg.
  3. Once all of these pieces are done, attach the head and limbs to the torso by picking it up and then clicking on the torso with the corresponding body part targeted. (So if cyborg right arm, target the right arm on the ).
  4. Do IPC Internal Cybernetic Manipulation surgery on the upper body and install the IPC Microbattery and Robotic Brain there.
  5. Do IPC Internal Cybernetic Manipulation surgery on the head and install the IPC Optical Sensor and IPC Microphone there.
  6. Do IPC Internal Cybernetic Manipulation surgery on either arm and install the IPC Charger there.

Once all of these steps have been completed you will have a fully functional IRC assistant ready to go.

IPC Repair

It's not uncommon in robotics for you to have to repair an IPC, as you are their Medbay. Healing them is generally much more simple than their organic counterparts, as you can repair most damage with just a welder and a cable coil. As long as the damage to an IPCs limb isn't severe, a few blasts with a welder or adding some new cable will do the trick. For extremely light damage, you can use upgraded cyborg chargers to your advantage, as they can heal some brute and burn damage, almost like a cryotube. Some limbs may be more damaged than others, and you can tell this by once again using a Cyborg Analyzer. It will tell you each limb's individual brute and burn damage, as well as internal component damage. The analyzer also works on humans if they have mechanical limbs, though this is mostly organic surgery which is not explained here.

For more severe damage, it may say that the damage to a limb cannot be repaired externally, in which case you will have to do the cybernetic repair surgery detailed below. For organ damage, something that happens mostly when IPCs get hit by EMPs, that can be fixed by doing Internal Component Manipulation, and healing the organ using either Nanopaste or simply using a screwdriver. Another thing you can do if the damage is specific to the IPC's brain is use Liquid Solder, a chemical which heals exclusively brain damage, similar to mannitol to organics.

When an IPC goes into crit, which is when it has taken over 100 points of in brute and burn damage, it will rapidly take brute damage and will only stop once their health gets above 0 or below -100. To combat this, if you cannot get them above that due to the constant damage, one option is to remove the robotic brain, which does kill the IPC, but also means that it won't take the crit damage anymore. You can put the brain on the table while you take your time repairing the body, having a nice chat with them while there before placing it back in the chest when done. If you are reviving an IPC from the dead state, the IPC will not come back alive and enter critical condition until you repair them past -50 damage.

Sometimes you might get the rare case where an IPC, after revival, shakes for a moment then dies again. This might be the cause of chemicals like Ultra Lube, a chemical similar to Meth but when overdosed deals Significant brain damage, or Surge, a chemical when overdosed causes the IPC to lose control over their body and occasionally let out an arc across their chassis causing a slow death. To remove these harmful chemicals and other chemicals you would need to use Degreaser, an active purging reagrent like charcoal that removes chemicals from IPCs.

IPC Surgery

There are are also several procedures that can be performed on IPCs. IPCs don't feel pain and can't get infections, so don't worry about administering anaesthetics or washing your hands. If RnD has the tech for it, bug them for a Nanopaste, or if you have a Protolathe yourself, make one. Remember that IPC brains are in their chest, not their head.

Robotic Cavity Implant/Removal

Removal of Items from robotic body cavities, sometimes confused with Internal Component Manipulation or Bio-chip Removal.

Bio-chip Removal (Synthethics)

Removing Bio-chips from the body. Sometimes referred to as Implant Removal.

Cybernetic Repair

Fixing mechanical arms, legs, hands and feet.

Internal Component Manipulation

Mending, removal, and insertion of posibrains, microbatteries, optical sensors, and implants.

Robotic Limb Amputation

"173. IPC interns are not to be punished for incompetence by having their "limb privileges" revoked." - Things Comms Officer Jenkins is Not Allowed To Do in CentCom

Robotic Limb Attachment

"I can't believe that playing card chopped off my left arm!" - ARMA-732

Cybernetic Appearance Customization

For when the Unbranded style doesn't look good after all.

Identity Configuration

Renaming and Re-Gendering

Exosuits

Construction of exosuits are restricted by ID, so they are typically the product of roboticists and the Research Director. These can be tremendously helpful or tremendously annoying depending on who uses it. They take more work to make than robots and require special circuits, which are obtained through the Quartermaster or made in the Circuit Imprinter. Gygax and Durands in addition require stock parts from the Protolathe after R&D has done enough research and a mech core from the Quartermaster, and Phazons are the most difficult, requiring an anomaly core, which are rare to get and may be fought over in science.

Following the roboticist's SOP, utility mechs such as Ripleys, Firefighting Ripleys, and Odysseus' are free to be made on every code. Combat mechs require the Captain or HoS' permission to be made during green, and can be made freely during blue and red, so long as they are delivered to the armoury when finished (this does not mean that you should make an entire army of Durands as soon as the code goes up to blue). Other parts of SOP say that tracking beacons must be placed on all mechs, and that they must be DNA-locked until thay are delivered to their department.

Make sure you have the required materials to finish an exosuit before you begin construction. The amount of raw material required for each mech can be found in the following table.
For each level of laser part ( micro-laser -> high-power micro-laser -> ultra-high-power micro-laser -> File:Quadultra micro laser.gifquad-ultra micro-laser) multiply the total material amounts by (1 -> 0.85 -> 0.7 -> 0.55).
Note: The default laser part in your fabricator is the Micro-laser.

Exosuit name Metal Glass Silver Titanium Diamond Uranium Plasma Bananium Tranquilite
Ripley/Firefighter APLU 100,000 7,500 0 0 0 0 0 0 0
Odysseus 65,000 10,000 0 0 0 0 0 0 0
Gygax 125,000 15,000 0 10,000 20,000 0 0 0 0
Durand 140,000 25,000 28,000 20,000 0 25,000 0 0 0
Phazon 175,000 15,000 0 20,000 0 0 90,000 0 0
HONK MECH 120,000 15,000 0 0 0 0 0 35,000 0
Reticence 120,000 15,000 0 0 0 0 0 0 35,000
Exosuit name Metal Glass Silver Titanium Diamond Uranium Plasma Bananium Tranquilite
Ripley/Firefighter APLU 85,000 6,375 0 0 0 0 0 0 0
Odysseus 55,250 8,500 0 0 0 0 0 0 0
Gygax 106,250 12,750 0 8,500 17,000 0 0 0 0
Durand 119,000 21,250 23,800 17,000 0 21,250 0 0 0
Phazon 148,750 12,750 0 17,000 0 0 76,500 0 0
HONK MECH 102,000 12,750 0 0 0 0 0 29,750 0
Reticence 102,000 12,750 0 0 0 0 0 0 29,750
Exosuit name Metal Glass Silver Titanium Diamond Uranium Plasma Bananium Tranquilite
Ripley/Firefighter APLU 70,000 5,250 0 0 0 0 0 0 0
Odysseus 45,500 7,000 0 0 0 0 0 0 0
Gygax 87,500 10,500 0 7,000 14,000 0 0 0 0
Durand 98,000 17,500 19,600 14,000 0 17,500 0 0 0
Phazon 122,500 10,500 0 14,000 0 0 63,000 0 0
HONK MECH 84,000 10,500 0 0 0 0 0 24,500 0
Reticence 84,000 10,500 0 0 0 0 0 0 24,500
Exosuit name Metal Glass Silver Titanium Diamond Uranium Plasma Bananium Tranquilite
Ripley/Firefighter APLU 55,000 4,125 0 0 0 0 0 0 0
Odysseus 35,750 5,500 0 0 0 0 0 0 0
Gygax 68,750 8,250 0 5,500 11,000 0 0 0 0
Durand 77,000 13,750 15,400 11,000 0 13,750 0 0 0
Phazon 96,250 8,250 0 11,000 0 0 49,500 0 0
HONK MECH 66,000 8,250 0 0 0 0 0 19,250 0
Reticence 66,000 8,250 0 0 0 0 0 0 19,250

Exosuit Construction

Ripley APLU

The Ripley APLU (Autonomous Power Loading Unit) is a slow moving, decently protected exosuit.

Firefighter APLU

The Firefighter APLU (Autonomous Power Loading Unit) is a slow-moving, decently protected exosuit with extra fire resistance.

Odysseus

This mech can save multiple crewmembers while on the run.

Gygax

Rather fast security exosuit with good overall protection.

Durand

A Durand is more powerful than Gygax, it has more health and better armoured, but slower.

Phazon

Phazons are the most advanced mechs on the market. While it doesn't have as much health as the Gygax or Durand, it allows users to move through solid objects at a very high speed.

HONK MECH

Bring the HONK power of the HONKmother to the crew! HONK! Cry when you are arrested for making this.

Reticence

...

Exosuit Maintenance

Replacing Batteries

Repair

Removal of Jammed User

Critical Damage

Exosuit Equipment

Various tools and weapons can be attached to Exosuits, providing them with the ability to perform different tasks. Exosuit Equipment is built by Exosuit Fabricator ("Exosuit Equipment" menu). To attach a tool or weapon, simply click with it on an Exosuit. Exosuits have limited equipment space depending on their type.

Exosuit Equipment comes in several categories:

  • General: Can be attached to any exosuit.
  • Medical: Can only be attached to the Odysseus.
  • Industrial: Can only be attached to APLUs.
  • Combat: Can only be attached to Durand, Gygax, Marauder, Phazon, and other combat mechs.
  • Special: Special equipment reserved for the H.O.N.K or Reticence mechs.
Icon Name Description Required Tech Levels Required Materials
Exosuit Module (Tesla Energy Relay) A tesla energy relay system that passively recharges a mech using power from nearby APCs. 4 EM Spectrum
3 Power Storage
10000 Metal
2000 Glass
2000 Gold
3000 Silver
Exosuit Equipment (Plasma Generator) An exosuit module that generates power using solid plasma as fuel. Pollutes the environment. None
10000 Metal
1000 Glass
2000 Silver
5000 Plasma
Exosuit Module (ExoNuclear Reactor) A compact nuclear reactor that efficiently turns uranium sheets into electricity. Irradiates everything in an around the mech, including the pilot. 3 Power Storage
3 Engineering
3 Materials
10000 Metal
1000 Glass
500 Silver
Exosuit Module (Repair Droid Module) An automated Repair Droid. Consumes power to repair your mech. 3 EM Spectrum
3 Data Theory
3 Engineering
10000 Metal
5000 Glass
1000 Gold
2000 Silver
Exosuit Module (Reactive Armor Booster Module) An exosuit-mounted armor booster that decreases melee damage taken. 5 Materials
4 Combat
20000 Metal
5000 Silver
Exosuit Module (Reflective Armor Booster Module) An exosuit-mounted armor booster that decreases damage taken from ranged weapons. 5 Materials
5 Combat
3 Engineering
20000 Metal
5000 Gold
Exosuit Module (Gravitational Catapult Module) An exosuit mounted gravity catapult. Can be used to fling objects and people around. Has two modes, S and P. S mode will select an object, then fling it towards a point. P mode will push all nearby objects away from a point. 2 Bluespace
3 EM Spectrum
3 Engineering
10000 Metal
Icon Name Description Required Tech Levels Required Materials
Exosuit Engineering Equipment (Extinguisher) Equipment for engineering exosuits. A rapid-firing high capacity fire extinguisher. None
10000 Metal
Exosuit Engineering Equipment (Cable Layer) Equipment for engineering exosuits. Lays cable along the exosuit's path. None
10000 Metal
Exosuit Engineering Equipment (Hydraulic Clamp) Equipment for engineering exosuits. Lifts objects and loads them into cargo. Essential for mining mecha. None
10000 Metal
Exosuit Engineering Equipment (Drill) Equipment for engineering and combat exosuits. This is the drill that'll pierce the heavens! Essential for mining mecha. None
10000 Metal
Exosuit Module (Diamond Mining Drill) An upgraded version of the standard drill. Capable of piercing Reinforced Walls. 4 Materials
3 Engineering
10000 Metal
6500 Diamond
Exosuit Engineering Equipment (Mining Scanner) Equipment for engineering and combat exosuits. It will automatically check surrounding rock for useful minerals. Essential for mining mecha. None
5000 Metal
2500 Glass
Exosuit Module (RCD Module) An exosuit-mounted Rapid Construction Device. 4 Materials
3 Bluespace
4 EM Spectrum
4 Power Storage
4 Engineering
30000 Metal
20000 Gold
25000 Plasma
20000 Silver
Exosuit Module Design (217-D Heavy Plasma Cutter) A device that shoots resonant plasma bursts at extreme velocity. The blasts are capable of crushing rock and demolishing solid obstacles. Useful for mining mecha. 5 Materials
4 Engineering
4 Plasma
10000 Metal
2000 Glass
6000 Plamsa
Icon Name Description Required Tech Levels Required Materials
Exosuit Medical Equipment (Mounted Sleeper) A mounted sleeper that stabilizes patients and can inject reagents in the exosuit's reserves. 3 Engineering
2 Plasma
3 Biotech
5000 Metal
10000 Glass
Exosuit Medical Equipment (Syringe Gun) A chem synthesizer, scanner, and syringe gun all in one! Reagents inside are held in stasis, so no reactions will occur. Must be equipped to scan reagents for the Mounted Sleeper. Has two modes. S will scan reagents from nearby containers. F will "throw" syringes loaded with whatever mixture the internal chemical reserve contains at a target. 4 Materials
4 Biotech
3 Combat
4 EM Spectrum
3000 Metal
2000 Glass
Exosuit Medical Equipment (Rescue Jaw) Emergency rescue jaws, designed to help first responders reach their patients. Opens doors and removes obstacles. 4 Materials
6 Engineering
6 EM Spectrum
5000 Metal
2000 Silver
1500 Titanium
Icon Name Description Required Tech Levels Required Materials
Exosuit Weapon (ZFI Immolation Beam Gun) A weapon for combat exosuits. Fires beams of extreme heat that set targets on fire. 5 Materials
6 Combat
5 EM Spectrum
10000 Metal
8000 Silver
8000 Plasma
Exosuit Weapon (CH-PL "Firedart" laser) A light laser cannon that fires quickly and consumes little power, but does less damage than the Solaris. 3 Engineering
3 Combat
3 EM Spectrum
10000 Metal
Exosuit Weapon (CH-LC "Solaris" Laser Cannon) A heavy laser cannon that deals a large amount of damage at the cost of slow fire rate and high power consumption. Excellent against Blobs. 4 Engineering
4 Combat
4 EM Spectrum
10000 Metal
Exosuit Weapon (MKIV Ion Heavy Cannon) A mech-mounted weapon that fires a projectile identical to the Ion Rifle. Slow fire rate. 6 Combat
5 EM Spectrum
5 Materials
20000 Metal
6000 Silver
2000 Uranium
Exosuit Weapon (P-X Tesla Cannon) A weapon for combat exosuits. Fires bolts of electricity similar to the experimental tesla engine. 5 Materials
6 Combat
5 EM Spectrum
20000 Metal
8000 Silver
Exosuit Weapon (CH-PD Disabler "Peacemaker") A weapon for combat exosuits. Shoots basic disablers. 3 Combat
10000 Metal
Exosuit Weapon (LBX AC 10 "Scattershot") A mech-mounted shotgun. This weapon fires four projectiles in a spread, which also deal stamina damage. Very effective against creatures that take stamina damage, but poor against those that do not. 4 Combat
10000 Metal
Exosuit Weapon ("Ultra AC 2" LMG) A mech mounted light machine gun. Fires in three-shot bursts. 4 Combat
10000 Metal
Exosuit Weapon (SRM-8 Missile Rack) A mech-mounted missle rack capable of firing eight rockets before reloading. These rockets have a small blast radius, and usually will not penetrate hull. 6 Combat
6 Materials
22000 Metal
6000 Gold
8000 Silver
Exosuit Weapon (SGL-6 Flashbang Launcher) A rotary-cylinder flashbang launcher, capable of firing six flashbangs before reloading. Annoying and debilitating on the scale of a HONK mech if used without discretion. 3 Combat
22000 Metal
6000 Gold
8000 Silver
Exosuit Weapon Design (PCMK-6 Bola Launcher) A mech mounted bola launcher useful for slowing criminals down. Effective at keeping criminals from otherwise easily outrunning your mech. 3 Comabt
10000 Metal
Icon Name Description Required Tech Levels Required Materials
H.O.N.K Banana Mortar A specialized exosuit banana mortar used for delivering bananas where needed. None
20000 Metal
5000 Bananium
H.O.N.K Mousetrap Mortar Fairly tame for the H.O.N.K, this weapon fires primed mousetraps. None
20000 Metal
5000 Bananium
HoNkER BlAsT 5000 A massive air horn capable of causing deafness, weakness, and to those nearrby while also knocking them down. None
20000 Metal
10000 Bananium
Exosuit Module (Mime RCD Module) Used for quick and silent construction. None
30000 Metal
10000 Tranquillite
S.H.H "Quietus" Carbine A completely silent carbine that can be fitted onto a mech. Fires silencing rounds that drain the power of H.O.N.K mechs and the stamina of people. None
20000 Metal
10000 Tranquillite